Mods introducing new content into the game.
Large total conversion mods.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Scenarios, maps, and puzzles.
Collections of mods with tweaks to make them work together.
Translations for other mods.
Lua libraries for use by other mods and submods that are parts of a larger mod.
Transportation of the player, be it vehicles or teleporters.
Augmented or new ways of transporting materials - belts, inserters, pipes!
Trains are great, but what if they could do even more?
New ways to deal with enemies, be it attack or defense.
Armors or armor equipment.
Changes to enemies or entirely new enemies to deal with.
Map generation and terrain modification.
New Ores and resources as well as machines.
Things related to oil and other fluids.
Related to roboports and logistic robots.
Entities which interact with the circuit network.
Furnaces, assembling machines, production chains.
Changes to power production and distribution.
More than just chests.
Change blueprint behavior.
Play it your way.
Ore patches and oil never empty! This mod keeps the values high instead of setting it to infinite and supports settings.
Mods introducing new content into the game.
A mod for Factorio that lets you skip researching. Just start a research and it finishes automatically.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Based on the old Creative Mode mod created by Y.Petremann, then patched by Pac0master, and also the Test Mode mod created by rk84. By enabling Creative Mode in the game, you can access objects that can generate unlimited items, fluid or energy, or nullify them. Perfect for testing purpose or making initial setup for games.
Mods introducing new content into the game.
A mod that adds a Gui that allows input of item names and amount to give/remove with auto complete when clicking on a suggested item
Mods introducing new content into the game.
With this mod, you can easily find any recipe that is missing from crafting (after updates, it can happen) and activate it. There is also a button that can scan and list for you all the recipes that are wrongly unavailable. That saved my game.
Mods introducing new content into the game.
I cant be bothered with the hand mining/crafting first hour Increased starting equipment to remove hand mining stage of game and jump straight into using trains Hopefully enough items to get a small factory and power station running. Doesn't effect research, you will still need to do all of that.
Mods introducing new content into the game.
Removes pollution generation of all entities. Usefull for games without biters.
Mods introducing new content into the game.
Adds 3 objects, to test the capacity of your electrical network : a huge consumer, a huge producer and an equalizer.
Mods introducing new content into the game.
For those who lack the patience for the burner stage, start with enough material and machines to start a simple factory, from power setup to some automation 'inspired' by TehRoach's Skip first hour, but without the trains and some tweaks I wanted
Mods introducing new content into the game.
Mods introducing new content into the game.
Mods introducing new content into the game.
Makes all resources infinite. Works with Bob's ores.
Mods introducing new content into the game.
Mods introducing new content into the game.